My Boredom in Words.

August 24, 2010

TF2 Thoughts

Filed under: TF2 — swordmasterminty @ 8:27 am

Since TF2 has been out for a while and I haven’t been posting ever since I started playing, I feel like posting all my thoughts on it.

-Scout:  My comp class.  I need to get better at my aim, but I do better at causing distractions, capping points, capping flags, making medics pop early.  I can use either the scattergun or the FaN, though I do prefer the scattergun.  I rarely use my secondary weapon, though I prefer the pistol.  I feel Crit-a-Cola is a bit on the underpowered side when it comes to comp play.  It’s very useful for the mini-crits, but the drinking time is what bothers me.  You have to drink it near your enemies to have enough time to make it effective against multiple people, but you can easily be seen and killed with your own mini-crits because of the moment of stillness after drinking.  If you drink it in a safer spot, you spend the few precious seconds of mini-crits running out and finding your enemies, and your main target, again.  Not that I find the item useless or in need of powering up, but I find it hard to put to use sometimes.  Though, it may be more effective with the FaN and taking out medics more easily.  As for bats, the orignal is a must in comp play.  If allowed, I find the sandman very useful in taking out medics or other huge threats when I’m on a very bad aiming day or find myself dying very fast anyways.

-Soldier:  One of my favorite classes.  My most mobile class because of my love to rocket jump in fights and demos can’t jump on a whim as quickly.  Scouts aren’t too big of problems for me compared to other classes for me, as  opposed to some other people.  All it takes is a 27 hp rocket jump away from the scout and a second rocket back at where the scout used to be and that is all it usually takes.  I find heavies my biggest problem because they take 3-4 rockets up close to kill and I can only usually get one off before they notice, a second as they wind up, a third as they mow me down, and wish I could shoot a fourth as they have a medic heal them as I shot my third rocket, saving them barely from death.  If only they were easier to bounce in the air, they’d be more managable.  I’m just ranting at this point.  Anyways, rocket launcher is far better for me.  The Direct Hit is great for me if it comes to airshots, but I cannot bounce anyone worth my life with that thing.  I prefer the whole classic soldier loadout, so the shotgun is my choice of secondary weapon.  I love the gunboats, but they have way too much of a downside to use over my shotty.  They are nice to use to get used to being more dependent on your rocket launcher so you force yourself to get better with hitting your shots (Though that should be your goal anyways).  The buff banner is fun and useful at times, but takes far too long to charge in a comp game and people, for some odd reason, run away from you when you use it.  The other team running is understandable, but my team?  Seriously, I’m getting tired of charging it to end up being the only one using its buff.  As I said earlier, I prefer my shovel because I usually find myself dead by the time I need my melee or I have lots of health and I’m finishing someone off.  I tend to never find myself in the equalizer range of fighting.

-Pyro:  I love reflecting things, my shotty, and the axtinguisher.  I hate backburners, have fun but suck with the flare gun, and don’t like the fire ax or the homewrecker.  I’m getting better at my reflect rocket jumps.  Nothing much else.

-Demo:  Pills are my better weapon, I am getting better at pipes, and like my bottle.  Targe demos piss me off so damn much.  Airshots with the pills come to me far more easily than the rocket launcher for some reason.  Airshotting sticky jumping demos feels gooooood.

-Heavy:  I feel he is overpowered right now.  Not just Natascha but his faster windup gives him enough time to react to a surprise attack and mow them down like nothing happened.  Before, the windup was part of their weakness and let other classes take him down more easily, but if you weren’t smart, the heavy could still take you down.  Now the heavy can walk around far more safely because he can mow down any close surpise attack that’s not a spy.  The previous windup was fine and the change was not needed in my opinion.  Now Natascha……the speed reduction at any range is terrible.  Even across the field, it will slow you down the same and can ensure your death by the heavy’s teammate.  I can see that that is Natascha’s intention, but it’s far too effective from any range.  Also, the hitbox lag as you run from a heavy around a corner makes it seem like you’re just glued to the corner, taking infinite amounts of damage until you die.  I could rant so much more about the heavy, but I’ll end my own annoyance now.

-Engineer:  Wrangler is starting to be more controllable, as in attacking a wrangler engi.  Sentry nests always annoyed me because the team I’m on seems to never want to band up and take out a nest of a whole team of engineers.  Sentry nests are my only complaint about engineers.  Revenge crits are annoying, but fair.  Now that I think about it, the Southern Hospitality also is far too overpowered.  Seriously, when is a pyro going to burn you with your sentry around?  Just not an equal downside for normal melee damage and bleeding.

-Medic:  I prefer the kritzkrieg.  Nothing special about the medic.  He’s finely balanced to me.

-Sniper:  My previous main comp class.  I prefer having fun with my huntsman in pubs when I play sniper, but the rifle is fun, too.  I do a sort of flick sniping when I use the rifle.  I aim at a general area of where people are and flick my wrist towards where people pop up from and shoot.  I also have trouble headshotting demos for some reason.  I also am terrible at counter sniping snipers.  I’m just not that type of sniper, which is why I tend not to like sniping in comp anymore.  As for the huntsman, I don’t know why I can use it well, but I can and I love taunt killing with it in actual play.  I love taunt kills in general, but that one is my most used and is my favorite.  I have a thing for stunning ubers.

-Spy:  I like to play this in comp occasionally.  I can use any of the watches whenever I need to, though I prefer the invis watch over the other two, then the cloak and dagger, then the dead ringer.  I prefer the ambassador over the revolver because of the headshot option.  I play spy with all the weapons in my fighting style and use all sorts of spying things, like facestabs.  I tend to attempt backstabs, if I fail, I switch to my gun and aim for a headshot, if I fail at that, I try the knife again, and repeat.  I realize it may take longer, but I find it my natural reaction to try something else if the first doesn’t work.  I will attempt a facestab if I find myself in trouble, unlike most other spies I see who tend to fall back on their gun and running.  I can use disguises decently well and act pretty well, though I find being the acrobatic type spy easier for me to play and fits my thought process more.  Flying backstabs are so very fun and seem to be harder to catch or react to.

I have more thoughts but I think this will do for now.  It’s made me feel better.

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